| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249 | using System;using System.Collections.Generic;using Common.Utility.CombatEvent;using Core.Utility;using Excel2Json;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat.CombatTool.SceneTool;using GameLogic.CombatScenesTool;using UnityEngine;using Utility.UITool;using Random = UnityEngine.Random;namespace GameLogic.Combat.CombatTool{    public class CombatSenceController : IDisposable    {        private static readonly int Ran = Shader.PropertyToID("_shengshiRan");        private static readonly int Pos = Shader.PropertyToID("_shengShiPos");        // public CombatSencePath currBesselPath;        //        // public CombatSencePath NextBesselPath;        private float moveTime;        private Vector3 lasetPos;        private float maxD = 100;        private Vector3 lasetDir;        public float currTime;        public Transform moveRoot;        // private List<CombatSencePath> reclaimSence = new List<CombatSencePath>();        // protected GameObjectPool ShengShiQiuTi;        private float shengShiStartSize = 3;        private float shengShiEndSize = 300;        // private float _shengShiAddTime;        private bool _isUpdateShengShi;        private SceneMonoConfigBasic SceneMonoConfig;        // private RandomAllMap RandomAllMap;        private float shengShiRan;                public float moveSpeed = 2f;        public bool isFlight;        private bool _isFlightCameraFinish;        private float _flightTime;        private float _flightAddTime;        private float _flightCurrTime;        private Vector3 _flightDir;        private Vector3 _flightStartDir;        private float _flightStartSpeed;        private float _flightSpeed;        private ParticleSystemPool _flightFx1;        private ParticleSystemPool _flightFx2;        public Vector3 moveDir = Vector3.forward;        // private List        public async CTask InitScenes(string sceneName)        {            if (SceneMonoConfig != null)            {                SceneMonoConfig.Dispose();                GameObject.Destroy(moveRoot.gameObject);                GameObject.Destroy(SceneMonoConfig.gameObject);                SceneMonoConfig = null;            }            shengShiRan = 0;            _isUpdateShengShi = false;            GameObject gameObject = new GameObject("mvoeRoot");            if (string.IsNullOrEmpty(sceneName))            {                sceneName= "LevelBattle03";            }            // string sceneName = "LevelBattle03";            // LevelbattleConfig levelbattleConfig = ConfigComponent.Instance.Get<LevelbattleConfig>(levelBattleId);            // if (levelbattleConfig.ID > 0)            // {            //     //sceneName= levelbattleConfig.sceneName;            // }#if UNITY_EDITOR            TestCombatHeroConfig testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();            if (testCombatHeroConfig != null)            {                if (!string.IsNullOrEmpty(testCombatHeroConfig.testSenceName))                {                    sceneName = testCombatHeroConfig.testSenceName;                }            }#endif            moveRoot = gameObject.transform;            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();            var task_a = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(sceneName + ".prefab",                delegate(AssetHandle assetHandle)                {                    GameObject gameObject = assetHandle.AssetObject<GameObject>();                    SceneMonoConfig = gameObject.GetComponent<SceneMonoConfigBasic>();                    Shader.SetGlobalFloat(Ran, 0.1f);                    // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);                });            cTaskAwaitBuffer.AddTask(task_a);            lasetDir = Vector3.forward;            lasetPos = new Vector3(0, 20, 0);            await cTaskAwaitBuffer.WaitAll();            // currBesselPath = InitBesselPath(lasetPos);            SceneMonoConfig.Init(Camera.main.transform.parent, moveRoot);            SceneMonoConfig.UpdateScene();        }                public Vector3 GetTarget(float d)        {            if (CombatController.currActiveCombat.playerHeroEntity == null)            {                return new Vector3(0, 20, 0);            }            return CombatController.currActiveCombat.playerHeroEntity.dotPos + moveDir * d;        }        public async CTask Flight(float time, float jiaoDu, float speed)        {            _flightCurrTime = 0;            _flightTime = time;            _flightAddTime = 1.0f / time;            isFlight = true;            _isFlightCameraFinish = false;            Quaternion quaternion = Quaternion.Euler(0, jiaoDu, 0);            _flightDir = quaternion * moveDir;            _flightStartDir = moveDir;            _flightStartSpeed = moveSpeed;            _flightSpeed = speed;            CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle2", true, 0, false, 1);            CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(90, 0.5f);            GObjectPool.Instance.Recycle(_flightFx1);            GObjectPool.Instance.Recycle(_flightFx2);            GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx fly qi", delegate(ParticleSystemPool pool)            {                _flightFx1 = pool;                SpecialDotInfo specialDotInfo =                    CombatController.currActiveCombat.playerHeroEntity.GetSpecialDotInfo("hitpos");                pool.own.transform.SetParent(specialDotInfo.targetTran);                pool.own.transform.localPosition = Vector3.zero;            });            GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx zq jian loop", delegate(ParticleSystemPool pool)            {                _flightFx2 = pool;                pool.own.transform.SetParent(CombatController.currActiveCombat.playerHeroEntity.GameObject.transform);                pool.own.transform.localPosition = Vector3.zero;            });        }                private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)        {            GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();            SceneDecoration sceneDecoration = CObjectPool.Instance.Fetch<SceneDecoration>();            sceneDecoration.Init(gameObjectPool);            GameObject g = gameObjectPool.own;            g.SetActive(true);            return sceneDecoration;        }        public void StartPayShengShi(Transform root)        {            shengShiRan = 1;            Shader.SetGlobalFloat(Ran, shengShiRan);            // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);            Vector3 pos = CombatController.currActiveCombat.playerHeroEntity.dotPos - CombatController.currActiveCombat                .CombatCameraControllder.Camera.transform.position;            pos.z = -30;            Shader.SetGlobalVector(Pos, pos);            // SceneMonoConfig.shengShiMaterial.SetVector(Pos, pos);            _isUpdateShengShi = true;            // _shengShiAddTime = 0;        }        public void Update(float t)        {            moveRoot.transform.position = GetTarget(0);            SceneMonoConfig?.UpdateScene();                 if (_isUpdateShengShi)            {                // _shengShiAddTime += t * 1f;                shengShiRan += t * 150;                Shader.SetGlobalFloat(Ran, shengShiRan);                // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);                // float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);                // ShengShiQiuTi.own.transform.localScale = Vector3.one * v;                if (shengShiRan >= 200)                {                    Shader.SetGlobalFloat(Ran, 0.1f);                    // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);                    _isUpdateShengShi = false;                }            }            if (isFlight)            {                _flightCurrTime += t * _flightAddTime;                moveDir = Vector3.Lerp(_flightStartDir, _flightDir, _flightCurrTime);                float flightSpeedCur =                    AnimationCurveManager.Instance.AnimationCurveLibrary.flightSpeedCurve.Evaluate(_flightCurrTime);                moveSpeed = Mathf.Lerp(_flightStartSpeed, _flightSpeed, flightSpeedCur);                if (_flightCurrTime > 0.95f&&!_isFlightCameraFinish)                {                    _isFlightCameraFinish= true;                    CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);                }                if (_flightCurrTime >= 1)                {                    moveDir = _flightDir;                    isFlight = false;                    moveSpeed = 2;                    GObjectPool.Instance.Recycle(_flightFx1);                    GObjectPool.Instance.Recycle(_flightFx2);                                        CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle", true, 0, false, 1);                }            }               }        public void Dispose()        {            // GObjectPool.Instance.        }    }}
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